Qhimm.com Forums
Miscellaneous Forums => Troubleshooting => Topic started by: Snap006 on 2013-08-30 16:16:08
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I've been modding the psx version with great success.
What I'm having difficulty with is creating my water and wind materias. I have them created, but the spell animations I use with them keep crashing the game. I don't have them linking up with all materia or targeting all because I know there are a lot of problems doing that.
Is there a list of animations that will work without crashing the game. I've looked at the charts and only a few are listed as not working.
Also, I've modified the destruct materia. I only want it to have three levels, but I can't change it from four. Every time I delete the fourth level the amount of AP required for it automatically goes to 0.
I'm using wallmarket btw.
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I can give detailed specs for the PC version, but the PSX follows different rules. Basically, you'd need to know about relative animation indexes (http://forums.qhimm.com/index.php?topic=8195). Read that, then come back.
Read it yet? Then go do it... OK, now that you have let me say that I've learned a lot since I made that topic, but the basics are still true. Basically, there's a list of 322 pointers that point to animation data/routines. Each action type (Item, Magic, Summon, etc) has a list that points to one of these animation indexes. There are no bounds checking when these lists are queried so it's possible to create a memory leak into another list. Nice thing is that all these lists are right next to each other. So if we assume the bytes in the action data are relative, how can we make it look like something else? You can use this for the PC version, although Bosola may have an updated PSX list:
Action Absolute
Items 0
Magic 46
ESkill 7E
Summon 96
Enemy AA
Limit 14A
Throw 19A
So to make a magic look like an Enemy Animation you'd need to add (AA - 46), or 64h, to the animation index of the magic. This will give you access to the first 155 animations of Enemy animations to work with. Some don't like being performed by playable characters (which is what you want to know). Bosola has made a similar topic about the PSX version (http://forums.qhimm.com/index.php?topic=9277.0) which links to a document containing his findings.
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I've done that, but it seems a lot of animations do jive well with characters. Mainly I was wondering if there was a more up to date list of which enemy animations are best suited for creating new materia.
Tropical Wind works no problem only targeting one enemy while hot springs will work on a single or multiple target.
I guess what I'm asking is what animations are best suited for magic materia.
BTW thanks for the reply
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I've done that, but it seems a lot of animations do jive well with characters. Mainly I was wondering if there was a more up to date list of which enemy animations are best suited for creating new materia.
Yes - you can see mine right here: https://docs.google.com/spreadsheet/ccc?key=0Avv5n_dvnE2jdFVMUEpqNm5jVFk3SUYwdnI4S1JXTlE#gid=0 (https://docs.google.com/spreadsheet/ccc?key=0Avv5n_dvnE2jdFVMUEpqNm5jVFk3SUYwdnI4S1JXTlE#gid=0). I've annotated animations that I used for particular spells (though Rebirth cannibalizes a lot of cut player spells' animations for its water and wind magic).
Hit the 'obtaining' tab to see how to access a particular enemy animation index for a particular magic type.
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Thanks Bosola! I checked out your Rebirth page and that answered a lot of my questions. I'll have to make some changes to current spells.
One more questions. How to change what materia is given on the field map? Example: I don't want full-cure to be able appear in cosmo canyon. Is there anyway to take it out?
BTW I can't wait till your Rebirth mod is finished. I'm waiting for the whole thing to be finished before I start it :)
I saw the different drain attacks won't work. There must be a way. When you use the items like ghost hand and vampire fang. Does anyone have any animation information about those?